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40oz
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Joined: 03 January 2004
Posts: 1799
15 August 2004 05:36 (UK time)

Will there be Dynamic Lights in the OpenGL Version of M2? I'd like to see that!

Translucent lights get pretty old
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Edited: 15 August 2004 05:36


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40oz
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Joined: 03 January 2004
Posts: 1799
17 August 2004 06:06 (UK time)

Is it just me or does no one reply to my threads unless i make another post?

Seriously look at a lot of my threads, I had to make another reply in order to get some one to say 'something'!

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Edited: 17 August 2004 06:10


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Flammable Maniac

Joined: 30 June 2004
Posts: 209
18 August 2004 06:18 (UK time)

Alright ive posted.... Happy?

And I cant answer that question....

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40oz
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Joined: 03 January 2004
Posts: 1799
18 August 2004 15:08 (UK time)

Posts that have no ideas or errors with ideas dont mean much to me, but if you dont have an answer thats ok with me. I'll tell you what I mean by dynamic lights. Projectiles would make kind of a glowing light feature, rather than a tranlucent white type thing. Maybe it could include halos and rays too. James would know what I mean from Jdoom, hopefully other people understand just as well
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Grunt002
Joined: 21 July 2004
Posts: 14
19 August 2004 02:48 (UK time)

Are you thinking about things like:

-Flashlights lightens up dark areas
-Grenades/bombs lights up when they blow up
-Sparks/fires from guns lights up

thats all I can think of.

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40oz
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Joined: 03 January 2004
Posts: 1799
19 August 2004 07:16 (UK time)

Yah I think so. Similar to that, But M1 already has something like that but it looks kinda ugly, like the light should kind of fade when its farther from the projectile or lighted object or whatever. Take a flashlight and point it to the ground and look how the edges are kinda blurred with darkness is what i mean. Im also looking forward to rays and halos. Like you see on racing games when the sun is almost directly in front of your screen. If you go outside at night and look at someones porchlight youll see rays, something like that. (I feel like a SpEd teacher right now, I think you guys understand what I'm saying)
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40oz
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Joined: 03 January 2004
Posts: 1799
19 August 2004 07:18 (UK time)

Do you think You guys could give me your email adresses, maybe i could send you a screenshot of jdoom and show you some dynamic lights.
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James Bunting
Joined: 17 September 2003
Posts: 1308
19 August 2004 22:05 (UK time)

I have put a whole load up already at ftp://ftp.jbserver.com/pub/games/doom/JDoomScreenShots/.

For example <a href="ftp://ftp.jbserver.com/pub/games/doom/JDoomScreenShots/2003-04-05%20fire.jpg">here is a good screen</a>

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40oz
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Joined: 03 January 2004
Posts: 1799
20 August 2004 02:45 (UK time)

Look at the Fire and notice the Lighting effect, I hope to see that on M2, thats what I mean

Wow thats a nice screenie, is that from your WAD? I didnt recognize that map. (Which I can tell what any map was just from standing in a room) Also you know what you can do is go to addons on Doomsday Kickstart, And check 'Right-Hold Weapons'. I tried that out and it looks really cool. The Pistol looks the best compared how it looks when its centered in the screen. Though the Rocket Launcher, Brass knuckles, and BFG don't look like anything new though.
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James Bunting
Joined: 17 September 2003
Posts: 1308
26 August 2004 16:41 (UK time)

After some keyboard bashing and head straining...

Meteor 2 will have high colour dynamic conrona lights (you pick the light colour, size and style (flashing, spinning, always on etc)). You can put them either on the map directly or on objects. Whats more you will be able to set a global light level for your maps (which is coloured light too!). All lights will blend together to form all kinds of wierd colours, groovy but it will toll on game speed, need to experiment.

I can't take all of the credit for this one, thanks to a guy called Andy Goth who pioneered the idea back in 1999 for the Rod 2 engine (which is used to power Meteor 2).

Andy Goth is due a lot of credit for general technical work with Meteor 1 design and even some early basics of the Meteor 2 engine (Rod 2 at the time). I have not heard from Andy for a couple of years, if you are out there Andy then get in touch!

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Assain

Joined: 02 November 2003
Posts: 979
27 August 2004 03:29 (UK time)

ITS ME JAMES!!!! I THOUGHT YOU DIDNT LUV ME NE MORE! THANKS BUD! =)!!!!!!!!!!!!!!!!!! (ooops that was my skitzo side sorry!) NO!! I AM NOT SORRY! DONT LISTIN TO HIM! AHHAHAHAHAHHA!! (.....)

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Andy

Joined: 27 August 2004
Posts: 1
29 August 2004 05:03 (UK time)

What's up homies? :^)

So does your lighting map allow for overbrighting as well as shading?

Edited: 29 August 2004 05:08


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James Bunting
Joined: 17 September 2003
Posts: 1308
29 August 2004 22:24 (UK time)

The lighting map uses a single layer 16 bit transparent overlay.

As for your question, its all a matter of colour blenders. I need to clean up the lighting code, I am currently using an "add blender" which is great for overbrighting (especially when using white lights - you can stack them up on top of each other too).

However I want to move to a trans blender so that the different colours (overlapping lights) mix properly (also because it makes rotation easier as it allows a proper mask colour). It should still allow brightning but I am not sure how bright you can make a surface when you draw a trans colour on top (as opposed adding the two colours to mix them). Basically this method will still allow for some brighting by using bright colours in the overlay but you wont be able to stack colours to make the effect even bigger.

<b>Short answer = "Hopefuly"</b>

See:

ftp://ftp.jbserver.com/pub/jbgames/meteor2/Shot0052.jpg

and

ftp://ftp.jbserver.com/pub/jbgames/meteor2/Shot0056.jpg

James.

PS to help other people understand in basic terms....

Blender = A method of drawring a transparentl image on top of another image.

Add Blender = A blender that adds the values of the pixels on the source and dest images to produce the transparent colour used. Add blenders ignore black because black has a zero value. Magic pink is not ignored so many standard drawing functions/rotation are unavailable.

Trans Blender = A blender that works out the difference between the pixels on the source and dest images to produce the transparent colour used. Magic pink is fine but its hard to create fading lights using a magic pink background.

Edited: 29 August 2004 22:28


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James Bunting
Joined: 17 September 2003
Posts: 1308
29 August 2004 22:35 (UK time)

Aha my database confirms that you are indeed the real Andy Goth, well its nice to see you in the forums in which you are now a VIP. I already sent you some other screenshots and an explanation of my problem with making fading coronas using a masked magic pink background.

Further to my email I figure that the centre of the light would need to brigther than the actual light colour with it fading to the proper light colour (and the going "bitty";) towards the edge.

Its also quite fiddly making colours brighter without the RGB values wrapping when calling makecol. I will take another look tomorrow.

James.

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James Bunting
Joined: 17 September 2003
Posts: 1308
29 August 2004 22:37 (UK time)

Homies?

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me_mantis

Joined: 26 September 2003
Posts: 1152
30 August 2004 18:57 (UK time)

nice idea with the lights.

Will the explosions be light based?

Will you get a flashlight for dark levels?

Will the lights be able to cycle colors?

will sector coded light switches turn on and off?

Will I ever stop asking questions?

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Was this really FBI?
(no longer an active user)


Joined: 22 June 2004
Posts: 207
30 August 2004 20:40 (UK time)

The last question was the funnyest one. LOL

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40oz
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Joined: 03 January 2004
Posts: 1799
30 August 2004 20:47 (UK time)

Lol yah its a pretty good one, but the answer was yes since he stopped right after the last... (Wow that was complicated, lol)

Kinda funny how James hadn't heard from Andy in a year or so, and little did he know, he was talking to him the whole time!

Homies = An American thing, means somewhat like friend.
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James Bunting
Joined: 17 September 2003
Posts: 1308
30 August 2004 22:22 (UK time)

Well actually I emailed Andy after making the post, hehe.

Will the explosions be light based?
<b>They already are</b>

Will you get a flashlight for dark levels?
<b>Yes a proper cone light or you can use an aircraft search light or even your vehicles head lights (its real dark!)</b>

Will the lights be able to cycle colors?
<b>Not really, its more a technical limitation but I will make it up to you with flashing, blinking and spinning cone roof lights</b>

will sector coded light switches turn on and off?
<b>Too early to say as the sector based shaders are not in place yet</b>

Will I ever stop asking questions?
<b>Probably not but people can always stop answering them lol</b>

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40oz
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Joined: 03 January 2004
Posts: 1799
02 September 2004 03:37 (UK time)

lol I like the last questions answer
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me_mantis

Joined: 26 September 2003
Posts: 1152
02 September 2004 21:20 (UK time)

Should I boost my number of posts by saying less than ten words in each?

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